Shipwright/soh/src/code/z_sram.c

587 lines
23 KiB
C

#include "global.h"
#include "vt.h"
#include <string.h>
#include <soh/Enhancements/randomizer/randomizerTypes.h>
#include <soh/Enhancements/randomizer/randomizer_inf.h>
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
#include "soh/Enhancements/randomizer/adult_trade_shuffle.h"
#define NUM_DUNGEONS 8
#define NUM_COWS 10
/**
* Initialize new save.
* This save has an empty inventory with 3 hearts and single magic.
*/
void Sram_InitNewSave(void) {
Save_InitFile(false);
}
/**
* Initialize debug save. This is also used on the Title Screen
* This save has a mostly full inventory with 10 hearts and single magic.
*
* Some noteable flags that are set:
* Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened,
* used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched,
* and set water level in Water Temple to lowest level.
*/
void Sram_InitDebugSave(void) {
Save_InitFile(true);
}
// RANDOTODO replace most of these GiveLink functions with calls to
// Item_Give in z_parameter, we'll need to update Item_Give to ensure
// nothing breaks when calling it without a valid play first
void GiveLinkRupees(int numOfRupees) {
int maxRupeeCount;
if (CUR_UPG_VALUE(UPG_WALLET) == 0) {
maxRupeeCount = 99;
} else if (CUR_UPG_VALUE(UPG_WALLET) == 1) {
maxRupeeCount = 200;
} else if (CUR_UPG_VALUE(UPG_WALLET) == 2) {
maxRupeeCount = 500;
}
int newRupeeCount = gSaveContext.rupees;
newRupeeCount += numOfRupees;
if (newRupeeCount > maxRupeeCount) {
gSaveContext.rupees = maxRupeeCount;
} else {
gSaveContext.rupees = newRupeeCount;
}
}
void GiveLinkDekuSticks(int howManySticks) {
int maxStickCount;
if (CUR_UPG_VALUE(UPG_STICKS) == 0) {
INV_CONTENT(ITEM_STICK) = ITEM_STICK;
Inventory_ChangeUpgrade(UPG_STICKS, 1);
maxStickCount = 10;
} else if (CUR_UPG_VALUE(UPG_STICKS) == 1) {
maxStickCount = 10;
} else if (CUR_UPG_VALUE(UPG_STICKS) == 2) {
maxStickCount = 20;
} else if (CUR_UPG_VALUE(UPG_STICKS) == 3) {
maxStickCount = 30;
}
if ((AMMO(ITEM_STICK) + howManySticks) > maxStickCount) {
AMMO(ITEM_STICK) = maxStickCount;
} else {
AMMO(ITEM_STICK) += howManySticks;
}
}
void GiveLinkDekuNuts(int howManyNuts) {
int maxNutCount;
if (CUR_UPG_VALUE(UPG_NUTS) == 0) {
INV_CONTENT(ITEM_NUT) = ITEM_NUT;
Inventory_ChangeUpgrade(UPG_NUTS, 1);
maxNutCount = 20;
} else if (CUR_UPG_VALUE(UPG_NUTS) == 1) {
maxNutCount = 20;
} else if (CUR_UPG_VALUE(UPG_NUTS) == 2) {
maxNutCount = 30;
} else if (CUR_UPG_VALUE(UPG_NUTS) == 3) {
maxNutCount = 40;
}
if ((AMMO(ITEM_NUT) + howManyNuts) > maxNutCount) {
AMMO(ITEM_NUT) = maxNutCount;
} else {
AMMO(ITEM_NUT) += howManyNuts;
}
}
void GiveLinksPocketItem() {
if (Randomizer_GetSettingValue(RSK_LINKS_POCKET) != RO_LINKS_POCKET_NOTHING) {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_LINKS_POCKET, RG_NONE);
if (getItemEntry.modIndex == MOD_NONE) {
if (getItemEntry.getItemId == GI_SWORD_BGS) {
gSaveContext.bgsFlag = true;
}
Item_Give(NULL, getItemEntry.itemId);
} else if (getItemEntry.modIndex == MOD_RANDOMIZER) {
if (getItemEntry.getItemId == RG_ICE_TRAP) {
gSaveContext.pendingIceTrapCount++;
} else {
Randomizer_Item_Give(NULL, getItemEntry);
}
}
}
}
/**
* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
* This includes:
* - Set proper entrance depending on where the game was saved
* - If health is less than 3 hearts, give 3 hearts
* - If either scarecrow song is set, copy them from save context to the proper location
* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
* - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?)
* - Revert any trade items that spoil
*/
void Sram_OpenSave() {
static s16 dungeonEntrances[] = {
0x0000, 0x0004, 0x0028, 0x0169, 0x0165, 0x0010, 0x0082, 0x0037,
0x0098, 0x0088, 0x041B, 0x0008, 0x0486, 0x0467, 0x0179, 0x056C,
};
u16 i;
u16 j;
u8* ptr;
Save_LoadFile();
if (!CVar_GetS32("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_YOUSEI_IZUMI_TATE ||
gSaveContext.savedSceneNum == SCENE_KAKUSIANA) {
switch (gSaveContext.savedSceneNum) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_GANON:
case SCENE_MEN:
case SCENE_GERUDOWAY:
case SCENE_GANONTIKA:
gSaveContext.entranceIndex = dungeonEntrances[gSaveContext.savedSceneNum];
break;
case SCENE_YDAN_BOSS:
gSaveContext.entranceIndex = 0;
break;
case SCENE_DDAN_BOSS:
gSaveContext.entranceIndex = 4;
break;
case SCENE_BDAN_BOSS:
gSaveContext.entranceIndex = 0x28;
break;
case SCENE_MORIBOSSROOM:
gSaveContext.entranceIndex = 0x169;
break;
case SCENE_FIRE_BS:
gSaveContext.entranceIndex = 0x165;
break;
case SCENE_MIZUSIN_BS:
gSaveContext.entranceIndex = 0x10;
break;
case SCENE_JYASINBOSS:
gSaveContext.entranceIndex = 0x82;
break;
case SCENE_HAKADAN_BS:
gSaveContext.entranceIndex = 0x37;
break;
case SCENE_GANON_SONOGO:
case SCENE_GANONTIKA_SONOGO:
case SCENE_GANON_BOSS:
case SCENE_GANON_FINAL:
case SCENE_GANON_DEMO:
gSaveContext.entranceIndex = 0x41B;
break;
default:
if (gSaveContext.savedSceneNum != SCENE_LINK_HOME) {
gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? 0xBB : 0x5F4;
} else {
gSaveContext.entranceIndex = 0xBB;
}
break;
}
}
// Setup the modified entrance table and entrance shuffle table for rando
if (gSaveContext.n64ddFlag) {
Entrance_Init();
}
osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
osSyncPrintf(VT_RST);
if (gSaveContext.health < 0x30) {
gSaveContext.health = 0x30;
}
if (gSaveContext.scarecrowLongSongSet) {
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong));
ptr = (u8*)gScarecrowCustomSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
if (gSaveContext.scarecrowSpawnSongSet) {
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong));
ptr = gScarecrowSpawnSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
// if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter
if ((gSaveContext.eventChkInf[4] & 1) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) && !gSaveContext.n64ddFlag) {
i = gSaveContext.eventChkInf[4] & ~1;
gSaveContext.eventChkInf[4] = i;
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN;
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) {
gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN;
}
}
}
// check for owning kokiri sword.. to restore master sword? bug or debug feature?
if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_SWORD, 1)) {
gSaveContext.inventory.equipment |= gBitFlags[1] << gEquipShifts[EQUIP_SWORD];
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
gSaveContext.equips.equipment &= ~0xF;
gSaveContext.equips.equipment |= 2;
}
if (!(gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE))) {
for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) {
INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
}
}
}
}
}
gSaveContext.magicLevel = 0;
}
void Sram_InitSave(FileChooseContext* fileChooseCtx) {
u16 offset;
u16 j;
u16* ptr;
u16 checksum;
if (fileChooseCtx->buttonIndex != 0 || !CVar_GetS32("gDebugEnabled", 0)) {
Sram_InitNewSave();
} else {
Sram_InitDebugSave();
}
gSaveContext.entranceIndex = 0xBB;
gSaveContext.linkAge = 1;
gSaveContext.dayTime = 0x6AAB;
gSaveContext.cutsceneIndex = 0xFFF1;
if ((fileChooseCtx->buttonIndex == 0 && CVar_GetS32("gDebugEnabled", 0)) || CVar_GetS32("gNaviSkipCutscene", 0)) {
gSaveContext.cutsceneIndex = 0;
}
for (offset = 0; offset < 8; offset++) {
gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset];
}
if (fileChooseCtx->questType[fileChooseCtx->buttonIndex] == 2 && strnlen(CVar_GetString("gSpoilerLog", ""), 1) != 0 &&
!((Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->requiresMasterQuest && !ResourceMgr_GameHasMasterQuest()) ||
(Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->requiresMasterQuest && !ResourceMgr_GameHasOriginal()))) {
// Set N64DD Flags for save file
fileChooseCtx->n64ddFlags[fileChooseCtx->buttonIndex] = 1;
fileChooseCtx->n64ddFlag = 1;
gSaveContext.n64ddFlag = 1;
// Sets all rando flags to false
for (s32 i = 0; i < ARRAY_COUNT(gSaveContext.randomizerInf); i++) {
gSaveContext.randomizerInf[i] = 0;
}
// If any trials aren't required, set them as completed
for (u16 i = RAND_INF_TRIALS_DONE_LIGHT_TRIAL; i <= RAND_INF_TRIALS_DONE_SHADOW_TRIAL; i++) {
if (!Randomizer_IsTrialRequired(i)) {
Flags_SetRandomizerInf(i);
}
}
// Set Cutscene flags to skip them
gSaveContext.eventChkInf[0xC] |= 0x10; // returned to tot with medallions
gSaveContext.eventChkInf[0xC] |= 0x20; //sheik at tot pedestal
gSaveContext.eventChkInf[4] |= 0x20; // master sword pulled
gSaveContext.eventChkInf[4] |= 0x8000; // entered master sword chamber
gSaveContext.infTable[0] |= 1;
if (!Randomizer_GetSettingValue(RSK_ENABLE_GLITCH_CUTSCENES)) {
gSaveContext.infTable[17] |= 0x400; // Darunia in Fire Temple
}
gSaveContext.cutsceneIndex = 0;
Flags_SetEventChkInf(5);
// Skip boss cutscenes
gSaveContext.eventChkInf[7] |= 1; // gohma
gSaveContext.eventChkInf[7] |= 2; // dodongo
gSaveContext.eventChkInf[7] |= 4; // phantom ganon
gSaveContext.eventChkInf[7] |= 8; // volvagia
gSaveContext.eventChkInf[7] |= 0x10; // morpha
gSaveContext.eventChkInf[7] |= 0x20; // twinrova
gSaveContext.eventChkInf[7] |= 0x40; // barinade
gSaveContext.eventChkInf[7] |= 0x80; // bongo bongo
// Skip cutscene before Nabooru fight
gSaveContext.eventChkInf[3] |= 0x800;
gSaveContext.eventChkInf[12] |= 1;
// shuffle adult trade quest
if (Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE)) {
gSaveContext.adultTradeItems = 0;
}
// Starts pending ice traps out at 0 before potentially incrementing them down the line.
gSaveContext.pendingIceTrapCount = 0;
// Give Link's pocket item
GiveLinksPocketItem();
int openForest = Randomizer_GetSettingValue(RSK_FOREST);
switch (openForest) {
case RO_FOREST_CLOSED:
break;
case RO_FOREST_CLOSED_DEKU:
Flags_SetEventChkInf(7);
break;
case RO_FOREST_OPEN:
Flags_SetEventChkInf(7);
gSaveContext.eventChkInf[0] |= 0x10;
break;
}
int startingAge = Randomizer_GetSettingValue(RSK_STARTING_AGE);
switch (startingAge) {
case RO_AGE_ADULT: //Adult
gSaveContext.linkAge = 0;
gSaveContext.entranceIndex = 0x5F4;
gSaveContext.savedSceneNum = SCENE_SPOT20; //Set scene num manually to ToT
break;
case RO_AGE_CHILD: //Child
gSaveContext.linkAge = 1;
gSaveContext.savedSceneNum = -1;
break;
default:
break;
}
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS)) {
// Override the spawn entrance so entrance rando can take control,
// and to prevent remember save location from breaking inital spawn
gSaveContext.entranceIndex = -1;
}
int doorOfTime = Randomizer_GetSettingValue(RSK_DOOR_OF_TIME);
switch (doorOfTime) {
case RO_DOOROFTIME_OPEN:
gSaveContext.eventChkInf[4] |= 0x800;
break;
}
if (Randomizer_GetSettingValue(RSK_KAK_GATE) == RO_KAK_GATE_OPEN) {
gSaveContext.infTable[7] |= 0x40;
}
if(Randomizer_GetSettingValue(RSK_STARTING_KOKIRI_SWORD)) Item_Give(NULL, ITEM_SWORD_KOKIRI);
if(Randomizer_GetSettingValue(RSK_STARTING_DEKU_SHIELD)) Item_Give(NULL, ITEM_SHIELD_DEKU);
if(Randomizer_GetSettingValue(RSK_STARTING_SKULLTULA_TOKEN)) {
gSaveContext.inventory.questItems |= gBitFlags[QUEST_SKULL_TOKEN];
gSaveContext.inventory.gsTokens = Randomizer_GetSettingValue(RSK_STARTING_SKULLTULA_TOKEN);
}
if(Randomizer_GetSettingValue(RSK_STARTING_OCARINA)) {
INV_CONTENT(ITEM_OCARINA_FAIRY) = ITEM_OCARINA_FAIRY;
}
if(Randomizer_GetSettingValue(RSK_STARTING_MAPS_COMPASSES) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
uint32_t mapBitMask = 1 << 1;
uint32_t compassBitMask = 1 << 2;
uint32_t startingDungeonItemsBitMask = mapBitMask | compassBitMask;
for(int scene = SCENE_YDAN; scene <= SCENE_ICE_DOUKUTO; scene++) {
gSaveContext.inventory.dungeonItems[scene] |= startingDungeonItemsBitMask;
}
}
if (Randomizer_GetSettingValue(RSK_STARTING_CONSUMABLES)) {
GiveLinkDekuSticks(10);
GiveLinkDekuNuts(20);
}
if(Randomizer_GetSettingValue(RSK_SKIP_CHILD_ZELDA)) {
GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(RC_SONG_FROM_IMPA, RG_ZELDAS_LULLABY);
s32 giid = getItem.getItemId;
if (getItem.modIndex == MOD_NONE) {
if (getItem.getItemId == GI_SWORD_BGS) {
gSaveContext.bgsFlag = true;
}
Item_Give(NULL, getItem.itemId);
} else if (getItem.modIndex == MOD_RANDOMIZER) {
if (getItem.getItemId == RG_ICE_TRAP) {
gSaveContext.pendingIceTrapCount++;
} else {
Randomizer_Item_Give(NULL, getItem);
}
}
// malon/talon back at ranch
gSaveContext.eventChkInf[1] |= (1 << 0);
gSaveContext.eventChkInf[1] |= (1 << 2);
gSaveContext.eventChkInf[1] |= (1 << 3);
gSaveContext.eventChkInf[1] |= (1 << 4);
// Set "Got Zelda's Letter" flag. Also ensures Saria is back at SFM. TODO: Is this flag used for anything else?
gSaveContext.eventChkInf[4] |= 1;
// Got item from impa
gSaveContext.eventChkInf[5] |= 0x200;
// set this at the end to ensure we always start with the letter
// this is for the off chance we got the weird egg from impa (which should never happen)
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_LETTER_ZELDA;
}
if (Randomizer_GetSettingValue(RSK_FULL_WALLETS)) {
GiveLinkRupees(9001);
}
if(Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
// TODO: If master quest there are different key counts
gSaveContext.inventory.dungeonKeys[SCENE_BMORI1] = FOREST_TEMPLE_SMALL_KEY_MAX; // Forest
gSaveContext.sohStats.dungeonKeys[SCENE_BMORI1] = FOREST_TEMPLE_SMALL_KEY_MAX; // Forest
gSaveContext.inventory.dungeonKeys[SCENE_HIDAN] = FIRE_TEMPLE_SMALL_KEY_MAX; // Fire
gSaveContext.sohStats.dungeonKeys[SCENE_HIDAN] = FIRE_TEMPLE_SMALL_KEY_MAX; // Fire
gSaveContext.inventory.dungeonKeys[SCENE_MIZUSIN] = WATER_TEMPLE_SMALL_KEY_MAX; // Water
gSaveContext.sohStats.dungeonKeys[SCENE_MIZUSIN] = WATER_TEMPLE_SMALL_KEY_MAX; // Water
gSaveContext.inventory.dungeonKeys[SCENE_JYASINZOU] = SPIRIT_TEMPLE_SMALL_KEY_MAX; // Spirit
gSaveContext.sohStats.dungeonKeys[SCENE_JYASINZOU] = SPIRIT_TEMPLE_SMALL_KEY_MAX; // Spirit
gSaveContext.inventory.dungeonKeys[SCENE_HAKADAN] = SHADOW_TEMPLE_SMALL_KEY_MAX; // Shadow
gSaveContext.sohStats.dungeonKeys[SCENE_HAKADAN] = SHADOW_TEMPLE_SMALL_KEY_MAX; // Shadow
gSaveContext.inventory.dungeonKeys[SCENE_HAKADANCH] = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX; // BotW
gSaveContext.sohStats.dungeonKeys[SCENE_HAKADANCH] = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX; // BotW
gSaveContext.inventory.dungeonKeys[SCENE_MEN] = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX; // GTG
gSaveContext.sohStats.dungeonKeys[SCENE_MEN] = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX; // GTG
gSaveContext.inventory.dungeonKeys[SCENE_GANONTIKA] = GANONS_CASTLE_SMALL_KEY_MAX; // Ganon
gSaveContext.sohStats.dungeonKeys[SCENE_GANONTIKA] = GANONS_CASTLE_SMALL_KEY_MAX; // Ganon
}
if(Randomizer_GetSettingValue(RSK_BOSS_KEYSANITY) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
gSaveContext.inventory.dungeonItems[SCENE_BMORI1] |= 1; // Forest
gSaveContext.inventory.dungeonItems[SCENE_HIDAN] |= 1; // Fire
gSaveContext.inventory.dungeonItems[SCENE_MIZUSIN] |= 1; // Water
gSaveContext.inventory.dungeonItems[SCENE_JYASINZOU] |= 1; // Spirit
gSaveContext.inventory.dungeonItems[SCENE_HAKADAN] |= 1; // Shadow
}
if(Randomizer_GetSettingValue(RSK_GANONS_BOSS_KEY) == RO_GANON_BOSS_KEY_STARTWITH) {
gSaveContext.inventory.dungeonItems[SCENE_GANON] |= 1;
}
HIGH_SCORE(HS_POE_POINTS) = 1000 - (100 * Randomizer_GetSettingValue(RSK_BIG_POE_COUNT));
if(Randomizer_GetSettingValue(RSK_SKIP_EPONA_RACE)) {
gSaveContext.eventChkInf[1] |= (1 << 8);
}
// skip the z target talk instructions by the kokiri shop
gSaveContext.sceneFlags[85].swch |= (1 << 0x1F);
//Ruto already met in jabu and spawns down the hole immediately
gSaveContext.infTable[20] |= 2;
gSaveContext.infTable[20] |= 4;
// Go away ruto (water temple first cutscene)
gSaveContext.sceneFlags[05].swch |= (1 << 0x10);
// Opens locked Water Temple door to prevent softlocks
// West door on the middle level that leads to the water raising thing
// Happens in 3DS rando and N64 rando as well
gSaveContext.sceneFlags[05].swch |= (1 << 0x15);
// Skip intro cutscene when bombing mud wall in Dodongo's cavern
// this also makes the lower jaw render, and the eyes react to explosives
Flags_SetEventChkInf(0xB0);
// skip verbose lake owl, skip to "i'm on my way back to the castle"
gSaveContext.infTable[25] |= 0x20;
if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_FAST ||
Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_OPEN) {
gSaveContext.eventChkInf[9] |= 2;
gSaveContext.eventChkInf[9] |= 4;
gSaveContext.eventChkInf[9] |= 8;
gSaveContext.sceneFlags[12].swch |= (1 << 0x02);
gSaveContext.sceneFlags[12].swch |= (1 << 0x03);
gSaveContext.sceneFlags[12].swch |= (1 << 0x04);
gSaveContext.sceneFlags[12].swch |= (1 << 0x06);
gSaveContext.sceneFlags[12].swch |= (1 << 0x07);
gSaveContext.sceneFlags[12].swch |= (1 << 0x08);
gSaveContext.sceneFlags[12].swch |= (1 << 0x10);
gSaveContext.sceneFlags[12].swch |= (1 << 0x12);
gSaveContext.sceneFlags[12].swch |= (1 << 0x13);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0A);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0E);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0F);
}
if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_OPEN) {
gSaveContext.eventChkInf[9] |= 1;
gSaveContext.sceneFlags[12].swch |= (1 << 0x01);
gSaveContext.sceneFlags[12].swch |= (1 << 0x05);
gSaveContext.sceneFlags[12].swch |= (1 << 0x11);
gSaveContext.sceneFlags[12].collect |= (1 << 0x0C);
if (!Randomizer_GetSettingValue(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD)) {
Item_Give(NULL, ITEM_GERUDO_CARD);
}
}
// complete mask quest
if (Randomizer_GetSettingValue(RSK_COMPLETE_MASK_QUEST)) {
gSaveContext.infTable[7] |= 0x80; // Soldier Wears Keaton Mask
gSaveContext.itemGetInf[3] |= 0x100; // Sold Keaton Mask
gSaveContext.itemGetInf[3] |= 0x200; // Sold Skull Mask
gSaveContext.itemGetInf[3] |= 0x400; // Sold Spooky Mask
gSaveContext.itemGetInf[3] |= 0x800; // bunny hood related
gSaveContext.itemGetInf[3] |= 0x8000; // Obtained Mask of Truth
gSaveContext.eventChkInf[8] |= 0x8000; // sold all masks
}
}
Save_SaveFile();
}
void Sram_InitSram(GameState* gameState) {
Save_Init();
func_800F6700(gSaveContext.audioSetting);
// When going from a rando save to a vanilla save within the same game instance
// we need to reset the entrance table back to its vanilla state
Entrance_ResetEntranceTable();
}